Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
7.5 KiB
title, description, type, status, sprint, team
| title | description | type | status | sprint | team |
|---|---|---|---|---|---|
| Sprint 28 — Client Briefing | Sprite layer compositor and character creation screen implementation | sprint | planning | 28 | client |
Sprint 28: Character Visuals — Client Tasks
Goal: Move beyond placeholder art to final product candidate character visuals, from design specs through asset production and compositor implementation.
Branch: client
Agents: Stig (dev), Tyre (arch), Hoshe (QA)
New Tickets
| # | Title | Blocked by |
|---|---|---|
| #693 | Sprite layer compositor | #684 (workshop), #686 (body type sprites) |
| #694 | Character creation screen | #685 (wireframe), #693 (compositor) |
Use tooling/db/ticket show <id> for full details.
Key Decisions
decisions/architecture.md— D-134 (full character customisation: hair, clothing, colors at tile scale), D-146 (character creation preview: tile-scale sprite with heavy zoom — the compositor IS the preview renderer, no separate portrait system), D-043 (art direction: "functional warmth"), D-044 (visual hierarchy)decisions/content.md— D-147 (aesthetic taste as character personality trait — compositor reads layer choices, does not write to apartment generator)
Notes
Existing code to understand first
Before starting either ticket, read:
client/scripts/rendering/entity_renderer.gd— the current entity sprite system. It creates oneSprite2Dper entity, loads textures fromclient/assets/sprites/npc_generic_{direction}_64.png, appliesself_modulatefor D-033 relationship tinting, and handles 4-direction rotation. The compositor replaces the single-sprite model for the player character with a multi-layer node stack.client/scenes/character_select.tscn+client/ui/character_select.gd— the existing character archetype selection panel (two-card overlay, keyboard + mouse). The new character creation screen (#694) lives in the same flow, after archetype selection.client/scripts/constants.gd— TILE_SIZE, entity footprint constants (ENTITY_WIDTH=24, ENTITY_HEIGHT=32), color constants.client/scripts/autoloads/game_state.gd— player entity ID and state. The compositor will need to know the player entity to apply the correct layer stack during gameplay.
#693 — Sprite layer compositor
Blocked by: #684 (workshop spec) and #686 (body type sprites available as test input).
Wait for docs/design/compositor-api-spec.md (output of #684) before writing the compositor architecture. Do not design the layer API yourself — the workshop decides the layer ordering, color override struct, and Godot node architecture. This note describes what the compositor must accomplish, not how.
What the compositor must do:
- Accept a character definition (layer choices + color overrides) and render the composited character sprite in the correct layer order
- Support 8-direction rotation (or 4-direction if workshop spec reduces this) — swaps all layer textures simultaneously
- Apply color mesh recoloring per layer (color region ID → Color mapping) using the mesh regions defined in the visual spec
- Handle occlusion rules (e.g. helmet clothing hides hair layer)
- Expose a node or API that
EntityRenderercan use for the player character in gameplay - Expose the same node/API for use in the character creation screen preview pane (#694)
Integration point with EntityRenderer:
The current EntityRenderer creates a bare Sprite2D for each entity. For the player character, the compositor replaces this with a layered Node2D subtree. The cleanest integration: compositor exports a Node2D root that EntityRenderer parents under the entity position node, same as it would a Sprite2D. EntityRenderer detects entity_id == GameState.player_entity_id and uses the compositor node instead of a single sprite.
Color mesh recoloring approach in Godot: Godot 4 does not have a built-in color mesh system. Options:
- Per-layer
self_modulate(works only for solid single-color regions — too limited) - Shader-based recoloring: pass a
from_colorandto_coloruniform, replace pixels matchingfrom_colorwithin a threshold. This is the standard tile-game approach. - Multiple texture layers per sprite (premultiplied masks).
Wait for workshop spec to select the approach. If the workshop spec is silent on implementation, use option 2 (shader-based) — it is the most flexible and supports arbitrary palette swaps without new textures.
File locations:
- Compositor script:
client/scripts/rendering/character_compositor.gd - Compositor scene (if needed as a PackedScene):
client/scenes/character_compositor.tscn - Shader (if approach 2):
client/shaders/character_recolor.gdshader
#694 — Character creation screen
Blocked by: #685 (wireframe design) and #693 (compositor for the preview pane).
This is the full implementation of the wireframe produced by #685. Do not start until docs/design/character-creation-screen-wireframe.md exists and is approved.
What the screen must deliver:
- Layer selection controls for each character layer type (body, face, hair, clothing, accessories, scars, tattoos)
- Live preview pane showing the composited character at heavy zoom (tile-scale sprite, zoomed in — same sprite that appears in gameplay)
- Color picker or palette selector per colorable region
- Randomise button (randomises all layer choices and color selections)
- Confirm / Back navigation
- Full keyboard + mouse support (matching existing character_select.gd pattern — left/right/tab navigation, Enter to confirm, Esc to cancel)
Integration into game flow:
The existing flow: main_menu.tscn → character_select.tscn (archetype card). The new flow inserts character creation after archetype selection (or replaces the archetype select, depending on how #684 resolves the bookmark/archetype question). Wire the scene transition from the existing entry point.
Preview pane — D-146:
The preview is the gameplay sprite, zoomed. The compositor (#693) provides this. The preview pane is a SubViewport or a simple Node2D with the compositor node, scaled up. Heavy zoom means: render the 32×32 gameplay sprite at 4× or 6× scale so individual pixels are visible and character detail reads clearly. Rimworld uses approximately 4×–6× zoom on its character customisation screen.
Data flow:
- Character creation screen maintains a
CharacterDefinition(layer choices + color overrides) - On any change, pushes the updated definition to the compositor — compositor re-renders the preview in real time
- On confirmation, stores
CharacterDefinitiontoGameState(or session state) for use by the game on load - The
CharacterDefinitionstructure is defined by the compositor API spec (from #684)
File locations:
- Scene:
client/scenes/character_creation.tscn - Script:
client/ui/character_creation.gd
Dependency Chain
#684 (workshop) ──┬──> #693 (compositor)
#686 (body sprites) ──┘ └──> #694 (creation screen)
↑
#685 (wireframe) ────────────────────┘
Both #693 and #685 must be complete before #694 can start. #693 and #685 can run in parallel.
PR Workflow
When ready to submit, create a PR with tea CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(client): character sprite compositor and creation screen" --description "body" --base main --head client